Beginners guide & Tips Looking for a good startup guide, Have found this one so far: http://helpwithgames.com/knights-of-pen-and-paper-tips-tricks/
some enemies have moves that will hit your target and the two next to him, if hes on the edge it hits him and the ONE guy next to him so use that trick to keep damage to your feeble units low and make sure its focused on teh tank. The shaman's mp buff has the same hit zone so plan that accordingly dont want to have to cast it twice to affect teh people that need it. off the top of my head i dont think any other skills you use have a hit zone like teh shamans so its mostly about keeping damage away from the feeble ones. oh and iirc the class hp ranks go as follow Most hp- Knight/Pally 2nd. Barb/warrior (excluding his hp buff) 3rd. Cleric/bard 4th. Rouge/Hunter 5th. Either Shaman/mage or Druid/necro Least hp- Either Shaman/mage or Druid/necro
i saw the update, looked mostly like a bug fix but i remember seeing a fix involving a farm or something? my father has the steam version and i saw this area directly left of the first town, but i dont have that area on my ipod, so i was wondering whats the bug, that it appeared in the update or that i dont have access to that area. On another note i just noticed that there is a single travel dot going towads that area but no button to press to go there/select it.
Can you show me your Knight's skill tree, i trying the pure physic damage team, got some problem on knight' skill.
The knight is a pretty easy build, one point into your defensive strike, then one into frontline, then drop rotating points into combatskill and the HPsteal lance skill until both are 10 then go pure combat skill from there
Thanks for skill info. How combat skill setup? use front line first then wack with dragon blood? I notice the knight have quite low base damage, should i equip more + atk item?
the knight is a tanker role, you use the defensive strike to pull a shield up then frontline to draw the threat, use dragonblood if hes ever low on hp and refresh tour shield as needed. combatskills's crit boost and hpsteal effects just increase his ablities, if you have him as Hugo for an extra 10% crit he preforms very well. Paired with a necro he can easily break 100% crit by level 40 cause of necro's skill that boost crit/hp steal for allies
personally i think the knight is a better tanker, they have the same base hp but the knight has the ability to heal himself much more, ive seen heals as high as 300, and hes dealing damage while doing that. the pally cant heal/damage at same time.
Yeah i knew it, i like the knight too, but cause i need a tanker whom can provoke all enemies as fast as possible to protect other. In this role i think Pal could be better than other tanker, my Pal build going with: - Holy Shield 1 - Devotion 10 - Leader Strike 10 At level 10 of Leader Strike, Pal can rise his threat to above 90 (75%) and level 10 Devotion another boost at 31% threat. Enemy rarely can attack other character